And, of course, there's Paizo's Bagel Emporium that's opened right next door!
Edit: Speak of the devil:
http://www.enworld.org/forum/content.php?5626-Pathfinder-s-Runelords-Are-Returning!
IMO, honestly, PF isn’t a particularly good game. If you’re going to make an option heavy, mechanically complex and clearly defined, game, it needs to also be fairly well balanced. PF is only balanced in comparison to late 3.5 with all the official supplements available.
As a total aside, I never understood power gamers who exhibited this behavior. I love players who build their characters around their concept with no concern for mechanical effectiveness. (This isn't passive aggressive condescension, they're really my favorite type of fellow players.) I can do the heavy lifting during combat, and they can be the focus of the attention during the exploration/puzzle solving/planning stages of the game, when I usually prefer to take a back seat. It's a synergy that we appreciate.
indeed. Heck, I use CharOp mastery to make interesting rileplaying characters that don’t suck in any given pillar, while satisfyingly representing a specific concept in a way where my mechanical options show, so I don’t have to tell.
4e got flack for every class feeling similar, it sounds like what you are talking about is every member of a class being the similar. Unless you are arguing that the 5e Wizard class is more similar to the 5e Fighter class than the 4e Wizard class is to the 4e fighter class, in that case you would be wrong by a whole host of metrics.
Honestly, for most classes, different builds/power sets within a class play more differently than is he case for most 5e classes (or any other edition).
I'm just glad I'm not the only person in D&D fandom who thinks Firefly was crap. But at least it wasn't as bad as Buffy I guess.
Its ok, having bad opinions doesn’t make you a bad person.
The problem with that logic is twofold.
First, option creep = power creep. The more options are in the game, the more broken the game becomes. More options are inherently more unbalanced.
Second, replayability is fine, but in 3e and 4e more options were being released than could ever be played. In this analogy, this would be restaurants adding new entrees every few months, making the menu larger and larger....
This is a weird argument, IMO. I won’t ever play every option, sure. But my group will eventually play most of them, and all the groups I know will probably play all of them.
More importantly, there is nothing in 4e that is like the Assassin, or the Gloom Pact Hexblade, or a Cunning Bard who incongruously focused on fighting in melee, or a multi-target focused mixed range rogue (dagger thrower or hand crossbow build), or a Beast Master Ranger, or I could go on and on.
PHB only 5e is fun, but very limited, and most players I have ever known just aren’t going to make certain types of characters if there isn’t a relatively clear option for it. There isn’t a combination of options in the PHB that makes a “Spirit Talker”/Shaman type character that mechanically plays like the concept, so the player just opts to play a different concept. Then Xanathar’s comes out, and that player is thrilled that she can play that earlier concept now. It doesn’t matter that she won’t ever even read through the Sorcerer options in the book, she doesn’t care about sorcerer stuff. Yep book has increased her ability to play her “1st choice” character concept when a campaign is starting, instead of settling for something else.
Dude, how many different D&D characters do you play in a year? Don't include one-shots at cons, because those don't really give you a full experience of playing a character. How many campaign characters do you play in a year?
The 5e PHB has a full dozen character classes. Even if we leave out the various choices within each class, you get a dozen distinct campaign characters out of that. If a campaign runs something around a year... we have a decade of play there? But 5e is said to not have enough options?
So, whatever your own proclivities, I don't see "replayablity" as the broad issue. I think is it far simpler.
My wife crochets. A lot. She has a spinning wheel, and fiber to spin. She's got a large stash of yarn she's bought and yarn she's made, a fistful or two of hooks, and a library of patterns. Because when you are *making* a thing, you need options to make the thing you want, the way you want it - for a shawl, there's the material the yarn is made of, and it's thickness and texture, it's color, and the pattern and size-gauge of the stitches, all impacting the final product and its characteristics.
Broadly, having options is about being able to *craft* your character. If play is significantly about Making a Thing and putting it through its paces, then you need a lot of mechanical options, or you aren't really Making a Thing.
I mostly agree with this, but I’d like to point out that replayability isn’t determined by total options, but by total options within the scope of what broad types of characters a given player likes to play. A dozen classes doesn’t mean much if your group are all players that each have maybe 3 classes they’re likely to ever play.